Base Changes
No Stat Changes
Building Changes
PDA Changes
Added a Quick PDA option, double-pressing default keys 4-7 will instantly let you construct/destroy a building.
QOL
Sentries in TC2 react notoriously quickly, making stab and sap strategies impossible for no good reason. Begone!
Sentry Changes:
Sentry reaction time reduced by 50%
Sentry knockback reduced by 40%.
Default Quick PDA bind is 4
Sentry Firerate is no longer affected by ping.
Something to make MiniSentries less useless
Mini Sentry Changes:
Mini Sentries have had their construction boost readded. All Minis start construction at 25 HP.
Mini sentry damage increased to 60 DPS
Default Quick PDA bind is 4
Sentry Firerate is no longer affected by ping.
Dispenser Changes:
Default Quick PDA bind is 5
Added a new Dispenser face for when the building is stunned by the Cow Mangler, or being constructed.
Teleporter Changes:
Added back spinning animation from the PreRehaul
(Entrance) Default Quick PDA bind is 6
(Exit) Default Quick PDA bind is 7
Primary Changes
Given the Deathblow has been moderately reworked to be not as bad at it used to be, and not as overpowered as it was way back in the day, I think adding it back is fine. Besides you're not gonna do crazy comboes as Mechanic anyway, right?
Clipsize penalty has been reduced to allow for more viability for Mechanic and Brute.
Deathblow
Changes:
Readded to Mechanic
Reduced Clipsize penalty from -50% to -34%
Clip now refills on building destruction
I really do not get why this accuracy bonus needed to exist. It messes up the risk-reward dynamic of "Shotgun that's weaker most of the time, and stronger when your sentry gets destroyed" Besides, shotguns with crit boosts already DO a mean amount of damage from a good distance.
Avenger
Gain 2 revenge crits for each Sentry kill (and 1 per each assist)
when your sentry is destroyed.
-50% max primary ammo on wearer
-50% clip size
Revenge crits are lost on death
20% more accurate
Gain 2 revenge crits for each Sentry kill
when your sentry is destroyed.
-50% max primary ammo on wearer
-50% clip size
Revenge crits are lost on death
Changes:
Accuracy bonus removed
Assists granting revenge crits is now a listed stat.
Something to give the Bullet-stormer a unique kick. Shoot 32 pellets at once to deal a whopping 128 damage. Also doubles as a mobility tool that lets you ignore building boosting.
Texas Ten Shot
(Formerly the Bullet-stormer)
Clip size increased on kill (up to +4)
+60% bullets per shot
Alt-fire: Fire two shots at once!
20% slower firing speed
Double-shots have no damage ramp-up and -30% accuracy
-35% damage penalty
While alt-firing, deals increased knockback to self.
Clip size increased on kill
+60% bullets per shot
20% slower firing speed
-35% damage penalty
Changes:
Alt-Fire: Shoot 2 shots at once.
Unlisted: Reserve Ammo increased from 36 to 40
Unlisted: While alt-firing, 30% accuracy penalty and no damage rampup.
No longer Multiclass.
Visual: Tape is now teamcolored by default
Visual: Added paintability.
A Revolver on Mechanic is, I think more than enough. We do not need an across-the-map hitscan Flare Gun, let alone for Mechanic.
I think a versatile Revolver-Shotgun on the Mechanic is already a decent concept, and adding anything more to that is overkill. Also if you want to destroy buildings, just equip a Pistol or something else.
Einsteinium
Compared to Revolver:
Does not require ammo
100% accuracy bonus
On Hit: Inflict afterburn that decreases with distance
-34% Clip size
-80% damage penalty vs. buildings
Loads bullets individually
Does not require ammo
On Hit: Reduces healing from all sources received
and sets your target on fire for 5 seconds
Deals only 20% damage to buildings
-30% damage penalty
Healing effect is reduced over distance
and duration is increased over distance
Changes:
Based on the Revolver now.
Added Accuracy Bonus
Removed weird healing penalty
Removed ability to 3 shot brutes. I don't think the Widow should be anything more than a "Skill Check" shotgun on mechanic, that rewards heavily on precision and punishes you extremely for missing.
Widowmaker
On hit: Damage dealt is returned as
ammo
Per Shot: -30 ammo
Uses metal for ammo
On hit: Damage dealt is returned as
ammo
+50% more rampup
Per Shot: -30 ammo
Uses metal for ammo
20% slower firing speed
Changes:
Removed Firing Speed Penalty
Removed the rampup bonus.
If fthe Gutbuster existed in it's current state with the LIMBO gunslinger i dont think anybody would have fun fighting a 195 hp mechanic.
Changes:
Getting a gut only grants +5 extra HP now, building up to a max of +20
Secondary Changes
Pistol Changes (Applies to pistols)
Reserve ammo reduced from 200 to 48
I genuinely have no idea why Mechanic has an absurd amount of pistol ammo. Who is this for? Mechanic literally lives and dies by ammo sources so it's not like he's using 200 pistol ammo???
The Conventional's current stats make it function very similar to an SMG, so why not turn it into one? This weapon is designed to be more of a "second primary" that isn't as reliable or easily switched to but can pack a serious punch.
Sprayer
(Formerly the Conventional)
Compared to MAC-10:
150% rampup bonus
+20% faster firing speed
+66% more primary ammo on wearer
-20% less accurate
+15% damage falloff
-25% clip size
33% slower deploy speed.
+25% clip size
+20% faster firing speed
(Flanker) +66% more secondary ammo on wearer
-25% less accurate
-20% damage penalty
Changes:
Based on MAC-10
The other half of the Conventional, based on the old, pre-Total Anarchy version of the weapon, do note that no matter the range you will be doing a flat 10 damage. The Sprayer still exists if that's your jam, though.
The Conventional
50% accuracy bonus
-30% damage penalty
-16% clip size
-16% max secondary ammo on wearer
This weapon is unaffected by damage falloff and rampup.
Ignores damage resistances, and vulnerabilities
+25% clip size
+20% faster firing speed
-25% less accurate
-20% damage penalty
Changes:
Complete rework.
Unlisted: Reserve ammo is 50
Slight buff to let this thing have more competition with the Heavy Metal and the rest of Mech's pistols as a whole. Reduced the Accuracy bonus to make the Conventional not feel redundant.
Noisy Cricket
On hit: 100% of damage dealt is returned
as metal
On kill: 20% metal capacity replenished
Mini-crits if you are close to your sentry gun.
20% more accurate
-34% clip size
-34% max secondary ammo on wearer
Not a Series-4 De-Atomizer, but it'll do.
On hit: 70% of damage dealt is returned
as metal
40% more accurate
-50% clip size
-50% max secondary ammo on wearer
Changes:
All damage dealt is returned as metal.
On kill: 20% metal capacity replenished
Minicrits if you are close to your sentry gun
Ammo penalty reduced
Accuracy bonus removed.
A couple number tweaks. Now uses much more manageable metal thresholds.
Short Circuit
Alt-Fire: Launches a projectile-consuming
energy ball. Costs 50 metal.
No reload necessary
Per Shot: -5 ammo
Uses metal for ammo
Alt-Fire: Launches a projectile-consuming
energy ball. Costs 65 metal.
No reload necessary
Per Shot: -3 ammo
Uses metal for ammo
Changes:
Alt-fire cost reduced
Ammo cost increased for primary fire.
Unlisted: Added short circuit jumping, deals 25 damage to self.
Added back the Wrangler's shield without it being a total enemy deterrent.
Wrangler
Take manual control of your Sentry Gun.
Wrangled sentries have a 33% explosive damage resistance
Sentries are disabled for 2 seconds after
becoming un-wrangled, and cannot be healed/moved by any sources.
Mini sentries do not receive a shield.
Take manual control of your Sentry Gun.
Sentries are disabled for 1 second after
becoming unwrangled
Changes:
Wrangled sentries have a 33% explosive damage resistance
Sentry disabled time increased after becoming un-wrangled, and cannot be healed/moved by any sources.
Mini sentries do not receive a shield.
Visual: Uses the model of the Giger Counter from TF2.
Melee Changes
The Gunslinger, at the moment is by far the most useless Mechanic melee, 135 hp doesn't protect you from any damage thresholds beyond melee, and a 7% faster movement speed is incredibly meaningless. To replace the walkspeed, I added the 3-hit crit mechanic from TF2. It isn't really "good" but it's like, extremely funny when it lands.
Gunslinger
+25 max health on wearer
Every third consecutive hit on a player is a Critical Hit.
Replaces the Sentry with a Mini-Sentry
Every third consecutive hit on the boss does 15%
boss health as well as making the boss lose 10% rage.
Hitting the boss doesn't build Rage
Hitting a boss thrice disables your melee slot for 5 seconds.
+7% faster movement speed on wearer
+10 max health on wearer
Replaces the Sentry with a Mini-Sentry
Changes:
Health boost increased
Every third consecutive hit on a player is a mini-crit.
Walking speed bonus removed
Added VSB stats
(Unlisted): A unique sound effect and uppercut animation plays when getting the 3-punch critical hit
Killing enemies with the uppercut decapitates them
This is a very basic number swap-around. Reducing the PDQ's defensive capability, in exchange for bosoting the offensive.
P.D.Q
Construction hit speed boost increased by 50%
+15% faster firing speed
50% slower repair rate
-25% damage penalty
-30% damage penalty vs buildings
Construction hit speed boost increased by 30%
+15% faster firing speed
40% slower repair rate
-25% damage penalty
-30% damage penalty vs buildings
Changes:
Construction speed hit boost increased
10% slower repair rate.